コード例 #1
0
    // Save the inventory to disk
    public void saveToDisk(string owner)
    {
        var slot = SaveDataScript.inventory_owner_to_slot(owner);

        SaveDataScript.save_data.item_inventory[slot] = _items;
        SaveDataScript.save();
    }
コード例 #2
0
    /*
     * This method is called before leaving the scene.
     * It shows the player and enables movement for the overworld player object.
     * After that it sets the player's sceneload data to the correct source and destination
     */
    protected override void prepare_to_leave_scene(string destination, string source)
    {
        // save rupees
        var save_index = SaveDataScript.map_to_slot(dungeon_color);
        var rupees     = SaveDataScript.save_data.dungeon_data[save_index];

        GameObject[] g = GameObject.FindGameObjectsWithTag("Rupee");
        for (int i = 0; i < g.Length; i++)
        {
            RupeeSaveData save_data;
            save_data.id        = g[i].GetComponent <CurrencyMain>().id;
            save_data.picked_up = g[i].GetComponent <CurrencyMain>().picked_up;
            rupees[i]           = save_data;
        }
        SaveDataScript.save();

        // prepare player to leave
        _player.GetComponent <PlayerController>().enabled           = true;
        _player.gameObject.GetComponent <Collider>().enabled        = true;
        _player.gameObject.GetComponent <PauseMenuScript>().enabled = true;
        _player.gameObject.transform.Find("Camera").gameObject.SetActive(true);
        _player.gameObject.transform.Find("spriteU").gameObject.SetActive(true);
        _player.gameObject.transform.Find("spriteD").gameObject.SetActive(true);
        _player.gameObject.transform.Find("spriteR").gameObject.SetActive(true);
        _player.gameObject.transform.Find("spriteL").gameObject.SetActive(true);
        //DEBUG JUMP PLAYER SO THEY DON'T TELEPORT RIGHT AWAY
        _player.gameObject.transform.position += new Vector3(1f, 0f, 0f);
    }
コード例 #3
0
ファイル: TileMapData.cs プロジェクト: ryanjk/PinkPlatypus
    /**
     * Serialize the map data to disk
     * @param filename name of the file relative to the "Assets/Resources" folder
     */
    public void saveToDisk(string filename)
    {
        var map_color = filename.Substring(0, filename.IndexOf('_'));
        var map_index = SaveDataScript.map_to_slot(map_color);

        SaveDataScript.save_data.map_data[map_index] = this;
        SaveDataScript.save();

        /*IFormatter formatter = new BinaryFormatter();
         * Stream stream = new FileStream(".\\Assets\\Resources\\" + filename, FileMode.Create, FileAccess.Write, FileShare.None);
         * formatter.Serialize(stream, this);
         * stream.Close(); */
    }
コード例 #4
0
 /**
  * Save the database to disk
  * @param filename - name of file on disk
  */
 public void saveToDisk(string filename)
 {
     SaveDataScript.save_data.schedule = this;
     SaveDataScript.save();
 }